T466: Fixed infill parsing bug and moved model to center

This commit is contained in:
Victor Larchenko 2016-10-12 16:17:14 +06:00 committed by Youness Alaoui
parent eb649511a7
commit 0a75c3d19b

View file

@ -140,7 +140,7 @@ class GCODEReader(MeshReader):
if z is not None: if z is not None:
current_z = z current_z = z
if e is not None: if e is not None:
if e >= current_e: if e > current_e:
current_path.append([current_x, current_z, -current_y]) current_path.append([current_x, current_z, -current_y])
else: else:
if len(current_path) > 1: if len(current_path) > 1:
@ -151,15 +151,15 @@ class GCODEReader(MeshReader):
else: else:
if len(current_path) > 1: if len(current_path) > 1:
CreatePolygon() CreatePolygon()
else: elif G == 1:
current_path.clear() current_path.clear()
elif G == 28: elif G == 28:
x = self.getFloat(line, "X") x = self.getFloat(line, "X")
y = self.getFloat(line, "Y") y = self.getFloat(line, "Y")
if x is not None: if x is not None:
current_x += x current_x = x
if y is not None: if y is not None:
current_y += y current_y = y
current_z = 0 current_z = 0
elif G == 92: elif G == 92:
x = self.getFloat(line, "X") x = self.getFloat(line, "X")
@ -189,13 +189,18 @@ class GCODEReader(MeshReader):
mesh_builder.addCube(10, 10, 10, Vector(0, -5, 0)) mesh_builder.addCube(10, 10, 10, Vector(0, -5, 0))
scene_node.setMeshData(mesh_builder.build()) scene_node.setMeshData(mesh_builder.build())
scene_node.setPosition(Vector(0,0,0))
settings = Application.getInstance().getGlobalContainerStack()
machine_width = settings.getProperty("machine_width", "value")
machine_depth = settings.getProperty("machine_depth", "value")
scene_node.setPosition(Vector(-machine_width/2, 0, machine_depth/2))
view = Application.getInstance().getController().getActiveView() view = Application.getInstance().getController().getActiveView()
if view.getPluginId() == "LayerView": if view.getPluginId() == "LayerView":
view.resetLayerData() view.resetLayerData()
#scene_node.setEnabled(False) scene_node.setEnabled(False)
#scene_node.setSelectable(False) #scene_node.setSelectable(False)
return scene_node return scene_node